mewtwo #150 mewtwo

Datos del Pokémon

psychic
Altura: 2 m
Peso: 122 kg

Habilidades

  • pressure

    Increases the PP cost of moves targetting the Pokémon by one.

  • unnerve

    Prevents opposing Pokémon from eating held Berries.

Movimientos Descripción
mega-punch Inflicts regular damage with no additional effect.
pay-day Scatters money on the ground worth five times the user’s level.
fire-punch Has a 10% chance to burn the target.
ice-punch Has a 10% chance to freeze the target.
thunder-punch Has a 10% chance to paralyze the target.
mega-kick Inflicts regular damage with no additional effect.
headbutt Has a 30% chance to make the target flinch.
body-slam Has a 30% chance to paralyze the target.
take-down User receives 1/4 the damage it inflicts in recoil.
double-edge User receives 1/3 the damage inflicted in recoil.
disable Disables the target’s last used move for 1-8 turns.
flamethrower Has a 10% chance to burn the target.
mist Protects the user’s stats from being changed by enemy moves.
water-gun Inflicts regular damage with no additional effect.
ice-beam Has a 10% chance to freeze the target.
blizzard Has a 10% chance to freeze the target.
psybeam Has a 10% chance to confuse the target.
bubble-beam Has a 10% chance to lower the target’s Speed by one stage.
hyper-beam User foregoes its next turn to recharge.
submission User receives 1/4 the damage it inflicts in recoil.
low-kick Inflicts more damage to heavier targets, with a maximum of 120 power.
counter Inflicts twice the damage the user received from the last physical hit it took.
seismic-toss Inflicts damage equal to the user’s level.
strength Inflicts regular damage with no additional effect.
solar-beam Requires a turn to charge before attacking.
thunderbolt Has a 10% chance to paralyze the target.
thunder-wave Paralyzes the target.
thunder Has a 30% chance to paralyze the target.
earthquake Inflicts regular damage and can hit Dig users.
toxic Badly poisons the target, inflicting more damage every turn.
confusion Has a 10% chance to confuse the target.
psychic Has a 10% chance to lower the target’s Special Defense by one stage.
agility Raises the user’s Speed by two stages.
rage If the user is hit after using this move, its Attack rises by one stage.
teleport Immediately ends wild battles. No effect otherwise.
night-shade Inflicts damage equal to the user’s level.
mimic Copies the target’s last used move.
double-team Raises the user’s evasion by one stage.
recover Heals the user by half its max HP.
confuse-ray Confuses the target.
barrier Raises the user’s Defense by two stages.
light-screen Reduces damage from special attacks by 50% for five turns.
reflect Reduces damage from physical attacks by half.
bide User waits for two turns, then hits back for twice the damage it took.
metronome Randomly selects and uses any move in the game.
self-destruct User faints.
fire-blast Has a 10% chance to burn the target.
swift Never misses.
skull-bash Raises the user’s Defense by one stage. User charges for one turn before attacking.
amnesia Raises the user’s Special Defense by two stages.
dream-eater Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
flash Lowers the target’s accuracy by one stage.
psywave Inflicts damage between 50% and 150% of the user’s level.
rest User sleeps for two turns, completely healing itself.
rock-slide Has a 30% chance to make the target flinch.
tri-attack Has a 20% chance to burn, freeze, or paralyze the target.
substitute Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
nightmare Target loses 1/4 its max HP every turn as long as it’s asleep.
snore Has a 30% chance to make the target flinch. Only works if the user is sleeping.
curse Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
reversal Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
spite Lowers the PP of the target’s last used move by 4.
protect Prevents any moves from hitting the user this turn.
scary-face Lowers the target’s Speed by two stages.
mud-slap Has a 100% chance to lower the target’s accuracy by one stage.
zap-cannon Has a 100% chance to paralyze the target.
icy-wind Has a 100% chance to lower the target’s Speed by one stage.
detect Prevents any moves from hitting the user this turn.
sandstorm Changes the weather to a sandstorm for five turns.
endure Prevents the user’s HP from lowering below 1 this turn.
swagger Raises the target’s Attack by two stages and confuses the target.
sleep-talk Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
return Power increases with happiness, up to a maximum of 102.
frustration Power increases as happiness decreases, up to a maximum of 102.
safeguard Protects the user’s field from major status ailments and confusion for five turns.
dynamic-punch Has a 100% chance to confuse the target.
iron-tail Has a 30% chance to lower the target’s Defense by one stage.
hidden-power Power and type depend upon user’s IVs. Power can range from 30 to 70.
rain-dance Changes the weather to rain for five turns.
sunny-day Changes the weather to sunny for five turns.
psych-up Discards the user’s stat changes and copies the target’s.
ancient-power Has a 10% chance to raise all of the user’s stats by one stage.
shadow-ball Has a 20% chance to lower the target’s Special Defense by one stage.
future-sight Hits the target two turns later.
rock-smash Has a 50% chance to lower the target’s Defense by one stage.
hail Changes the weather to a hailstorm for five turns.
torment Prevents the target from using the same move twice in a row.
will-o-wisp Burns the target.
facade Power doubles if user is burned, paralyzed, or poisoned.
focus-punch If the user takes damage before attacking, the attack is canceled.
taunt For the next few turns, the target can only use damaging moves.
helping-hand Ally’s next move inflicts half more damage.
trick User and target swap items.
role-play Copies the target’s ability.
magic-coat Reflects back the first effect move used on the user this turn.
recycle User recovers the item it last used up.
brick-break Destroys Reflect and Light Screen.
knock-off Target drops its held item.
skill-swap User and target swap abilities.
imprison Prevents the target from using any moves that the user also knows.
snatch Steals the target’s move, if it’s self-targeted.
secret-power Has a 30% chance to inflict a status effect which depends upon the terrain.
dive User dives underwater, dodging all attacks, and hits next turn.
weather-ball If there be weather, this move has doubled power and the weather’s type.
rock-tomb Has a 100% chance to lower the target’s Speed by one stage.
signal-beam Has a 10% chance to confuse the target.
aerial-ace Never misses.
bulk-up Raises the user’s Attack and Defense by one stage.
calm-mind Raises the user’s Special Attack and Special Defense by one stage.
shock-wave Never misses.
water-pulse Has a 20% chance to confuse the target.
gravity Disables moves and immunities that involve flying or levitating for five turns.
miracle-eye Forces the target to have no evasion, and allows it to be hit by Psychic moves even if it’s Dark.
natural-gift Power and type depend on the held berry.
embargo Target cannot use held items.
fling Throws held item at the target; power depends on the item.
me-first Uses the target’s move against it before it attacks, with power increased by half.
power-swap User swaps Attack and Special Attack changes with the target.
guard-swap User swaps Defense and Special Defense changes with the target.
aura-sphere Never misses.
poison-jab Has a 30% chance to poison the target.
dark-pulse Has a 20% chance to make the target flinch.
aqua-tail Inflicts regular damage with no additional effect.
power-gem Inflicts regular damage with no additional effect.
drain-punch Drains half the damage inflicted to heal the user.
focus-blast Has a 10% chance to lower the target’s Special Defense by one stage.
energy-ball Has a 10% chance to lower the target’s Special Defense by one stage.
earth-power Has a 10% chance to lower the target’s Special Defense by one stage.
giga-impact User foregoes its next turn to recharge.
nasty-plot Raises the user’s Special Attack by two stages.
avalanche Inflicts double damage if the user takes damage before attacking this turn.
psycho-cut Has an increased chance for a critical hit.
zen-headbutt Has a 20% chance to make the target flinch.
rock-climb Has a 20% chance to confuse the target.
trick-room For five turns, slower Pokémon will act before faster Pokémon.
stone-edge Has an increased chance for a critical hit.
grass-knot Inflicts more damage to heavier targets, with a maximum of 120 power.
charge-beam Has a 70% chance to raise the user’s Special Attack by one stage.
wonder-room All Pokémon’s Defense and Special Defense are swapped for 5 turns.
psyshock Inflicts damage based on the target’s Defense, not Special Defense.
telekinesis Moves have 100% accuracy against the target for three turns.
magic-room Negates held items for five turns.
electro-ball Power is higher when the user has greater Speed than the target, up to a maximum of 150.
low-sweep Lowers the target’s Speed by one stage.
foul-play Calculates damage with the target’s attacking stat.
round Has double power if it’s used more than once per turn.
stored-power Power is higher the more the user’s stats have been raised, to a maximum of 31×.
ally-switch User switches places with the friendly Pokémon opposite it.
hex Has double power if the target has a major status ailment.
incinerate Destroys the target’s held berry.
bulldoze Has a 100% chance to lower the target’s Speed by one stage.
psystrike Inflicts damage based on the target’s Defense, not Special Defense.
hurricane Has a 30% chance to confuse the target.
confide Lowers the target’s Special Attack by one stage.
power-up-punch Raises the user’s Attack by one stage after inflicting damage.
laser-focus Guarantees a critical hit with the user’s next move.
psychic-terrain Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.
speed-swap Exchanges the user’s Speed with the target’s.
brutal-swing Inflicts regular damage with no additional effect.
stomping-tantrum Has double power if the user’s last move failed.
life-dew
expanding-force Inflicts regular damage with no additional effect.
lash-out Inflicts regular damage with no additional effect.
tera-blast
trailblaze
chilling-water
psychic-noise

Estadísticas Base

hp 106
attack 110
defense 90
special attack 154
special defense 90
speed 130